| Marcus Nocturnus |
Through an arrow slit he goes. He takes off his armor along with any other clothes he needs to drop (possibly shirt) and puts it in his pack. Then, pack in hand, he begins to work his way through the arrow slit to the east (C22/B11 area). Since he doesn't have any oil he wets himself down with some water and then begins the process of squeezing through.
| miteke |
Actually, the lower ports are bigger and meant for giant sized spears with a little wiggle room. The 'arrow slits' are in the upper portion of the walls.
So you slip into B11 and up the stairs to C22.
B11: These chambers now hold only dust and a few crates of bronze crossbow bolts sized for Large crossbows. And lots of dust.
C22: As you sneak up the stairs you see a hell hound keeping watch over the arrow slits. It lifts it's nose and sniffs, looking down the stairs.
| miteke |
@Amaimon Emberheart
You were sent to retrieve some materials from upstairs by your fire giant boss, Borzen, who works out of the smithy in room D10. He is a foul tempered creature and the source of much misery to you. And he is quite dead, which you joyfully discover when you return. In fact there is a spectacular trail of blood just about everywhere on this floor, with dead fire giants, hell hounds, and mephits.
| Marcus Nocturnus |
Marcus slowly backs down the steps and goes to check out the rest of the original room into which he entered (B11). He'll work his way around the room looking for a way out.
There appears to be a door in the adjoining room. If Marcus finds it without issue, he will check it for traps before trying to open it.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
| Amaimon Emberheart |
Amaimon lay down the ore he had been carrying, a look of confusion upon his face. As an Azer he looked similar to most of his kin. Bronze features, hair and beard that was literally aflame. A stout body that looked like his muscles had been carved by a sculpture. But for all of the visual similarities, inside his body of bronze and flame there beat a heart that was different. That was altered. For when he saw Borzen’s broken body he knew that the legendary patience of his people had paid off. Freedom. It was close at hand. The enslaved smith hurried, following the trail of blood and broken corpses, he rushed to his workshop. For there the tools of liberation awaited him. Moving with an urgency that would baffle his kinsman he began strapping armor upon his body. A breastplate. Greaves. Sabatons. Pauldrons. A helm. He had made these under the pretense that they were for his lord, but they had been designed for his own form. Someone, or something, was inside the cursed citadel. Most likely primes. He had to find them. If they had the power to kill his tormentors, then he had to add his hammer to their cause. Because so long as they wanted to escape? Then their cause was his.
| miteke |
Marcus slowly backs down the steps and goes to check out the rest of the original room into which he entered (B11). He'll work his way around the room looking for a way out.
There appears to be a door in the adjoining room. If Marcus finds it without issue, he will check it for traps before trying to open it.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Note that there is also B10 and the stairs there. You do not hear anything beyond the door from B11.
| miteke |
Amaimon lay down the ore he had been carrying, a look of confusion upon his face. As an Azer he looked similar to most of his kin. Bronze features, hair and beard that was literally aflame. A stout body that looked like his muscles had been carved by a sculpture. But for all of the visual similarities, inside his body of bronze and flame there beat a heart that was different. That was altered. For when he saw Borzen’s broken body he knew that the legendary patience of his people had paid off. Freedom. It was close at hand. The enslaved smith hurried, following the trail of blood and broken corpses, he rushed to his workshop. For there the tools of liberation awaited him. Moving with an urgency that would baffle his kinsman he began strapping armor upon his body. A breastplate. Greaves. Sabatons. Pauldrons. A helm. He had made these under the pretense that they were for his lord, but they had been designed for his own form. Someone, or something, was inside the cursed citadel. Most likely primes. He had to find them. If they had the power to kill his tormentors, then he had to add his hammer to their cause. Because so long as they wanted to escape? Then their cause was his.
You find that the most recent tracks lead to room D18, which you have never been in but have heard is haunted by a powerful incarnation of Agha Bagoas, the Qilzar Agha—Chief Eunuch—of Bayt al-Bazan. Do you dare?
| Amaimon Emberheart |
The Azer paused. Hammer and buckler in hand, adorned in the armor he had forged, he looked like a blazing statue. Over the centuries of his imprisonment he had walked many of these halls. But not this one, and for good reason.it was haunted by the chief eunuch. He went over his options. He had enchantments for such a situation. Enchantments to fight the dead. Enchantments to deny gravity with force of will. But he did not know if he would survive, or what damage he might take. For all of his faults, he was an Azer. Patience was both a virtue and a curse. There was no need to rush into an unnecessary risk. His flames flickered with worry. The chief eunuch was bound to this room. Imprisoned. Denied freedom. Was it worth the risk to tempt a similar fate? Was it a necessity for him to obtain his cherished freedom?
He considered:
Did he know where the room led to?
Did he know of an alternate way?
And did the alternate way have its own perils?
Only after such considerations could he act.
| miteke |
He does not know where the room leads or of an alternate way. Based on what he knows it would have to be a secret door of some kind, if it exists. Beyond that door was the realm of the elite and persons such as he were not invited. And if not invited, then... But who knows how things stand now, except for those disturbing rumors of the death that awaits.
| Marcus Nocturnus |
Nor do I see any traps?
Marcus quietly opens the door and peers out to see what he can see.
| Amaimon Emberheart |
Forward. To freedom or death. The Azer prepares as best he could. His hammer etched runes of power into the air, causing his armor to flare to life. He willed his boots to reject the pull of gravity, denying its hold on him. He willed his breastplate to force the unnatural back to whence it came. And he infused his armor with the speed needed to cross the room as quickly as his psychic powers would allow. Each enchantment was temporary, as shown by the runes of fire which held true to each piece of armor. When the fire burnt out, so too would the enchantment end.
Mind Over Gravity (Sp) As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess.
Planar Ward (Sp) As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures.
Quickness (Sp) As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess.
Cross the room as quickly as possible, at 90ft movement speed. Try to just get across, as his goal is to meet up with the party. He will only fight the spirit if he has to. 3 focus points spent
| miteke |
@Amaimon Emberheart
You open the door to room d18. A covered pavilion composed of twisting brass columns inset with ivory and precious stones encloses a cushioned throne at the center of this huge circular audience chamber. Less ornate chairs sit on smaller extensions of the central pavilion to each side, while giant curtains composed of fine brass links cover passageways on either flank, with a third, smaller one to the east. Fire pits shimmer with barely contained heat, and a deep pit is visible beyond the throne. On the throne sits is a translucent, clean-shaven dwarf clad in expensive robes, eyes aglow with a hellish light dwarf, the afore mentioned Quilzar.
"Bow before me, the Master of the Haunted Palace. or are you as foolish as the ones that passed before you?"
| miteke |
@Marcus
No no traps. The door opens into a 15' wide corridor that turns southeast. I'm going to assume you move to the end and open the door there too.
B12: This octagonal room rises to a domed apex high overhead. Roaring flames burn in sconces throughout the chamber. Doors of different sizes—some composed of close-fitting brass bars, others formed from riveted brass plates, but all bearing heavy locks—stand closed on each wall of the chamber. All of the doors and bars glow red with heat. Though I did not bother to hide the rooms with spoilers, you will need to bypass the locks to actually see them.
I should have mentioned, on this annoying map each square is 10' wide, not 5. I'm shrinking you, Marcus!
| Marcus Nocturnus |
Marcus casts detect magic and scans the room.
Can the doors of close bars be seen through?
| Amaimon Emberheart |
Pride. It was a weakness that would quickly end an otherwise ageless existence. Many centuries of slavery had taught this to Aimamon. He lowered his head, crossed his right arm across his body and bowed at the waist. In doing so the Azer used the time to look at the room. The ghost had said that others had come through, which meant that they had either dealt with the spirit or it had reformed. Given its tone of voice he assumed the latter. This told him that there was no point engaging in conflict. It was a suboptimal choice. His analytical mind quickly ran through the options. Fight? Pointless. Flight. Two directions for the latter. Back where he came and thus back into bondage, or forward? Forward offered freedom. He just had to leave the room. But which way? Three doors. He did not like the odds…
Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Does he see any clues as towards which exit the party took?
Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Can be heard the group?
K Engineering: 1d20 + 21 ⇒ (2) + 21 = 23
Does he see anything telling him which way goes down?
Assuming the horrible rolls failed…
1-2 small passage, 3-4 left door, 5-6 right door: 1d6 ⇒ 4
120ft move speed with flight
Taking flight, he chose a door at random. Standing after his bow, he intoned with a voice that sounded like burning coal scraping together ”May you find what you seek, or peace, oh Master of the Haunted Palace.” There was no ill intent in his words, nor was there any sign of malice. The spirit was a prisoner, and that alone invited pity. Without a second thought he moved, willing denying gravity as he did so. Stepping onto the air as if though it were as solid as stone, sparks of flame danced under his feet. And with that, he was off, shooting through the air with one mighty step, his eyes firmly locked on the door he had chosen.
| miteke |
@Amaimon Emberheart
You are able to determine that they went left. These guys are not all that careful when it comes to wiping their feet after a battle, whoever they are. You can also tell that there was a battle in the room a little while ago.
You also notice an odd symbol floating in the air above the dwarf.
Make me either a bluff check (if you are not being honest) or a diplomacy check if you are.
I'm going to pause here and allow the other new players to catch up.
| Amaimon Emberheart |
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29
He is being honest
| Malgrim Gryh |
Perception: 1d20 + 23 ⇒ (15) + 23 = 38
Malgrim notices the voices as he looks for the invisible undead.
| Marcus Nocturnus |
Marcus moves up to the barred doors and quietly calls down the short halls "Anybody in there?"
| Marcus Nocturnus |
Fair enough. After checking the room, Marcus backtracks to where he saw the hell hound. Going up the stairs he tries to get high enough to see the area behind the hell hound, looking for a hall or an exit beyond the current room.
| Marcus Nocturnus |
I have the token over by C22, wasn't sure where that leads to.
| Marcus Nocturnus |
Placed in C22. Is that a small wall around the stairwell?
| miteke |
Placed in C22. Is that a small wall around the stairwell?
It is about one meter tall. It is quite obvious that the beast knows you are here as it moves forward and breathes a cone of fire directly at you. You do get a slightly better view of the room though.
Please add your energy resistances to the defense spoiler. I know you have it under traits, and it definitely belongs there too, but this is a defensive ability too. Also add the invisibility and any other current effects to your spoiler. Thanks for your work in adding math to your sheet!
fire damage: 3d6 ⇒ (5, 1, 3) = 9; Reflex DC 14 or 1d6 burn;
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-4 HP; reflex 14 or take 5 more and 1d6 ⇒ 3 burn damage)
❖❖❖ Round 2 ❖❖❖
Hell Hounds
Let me know if you have fire resistance I forgot about.
| Marcus Nocturnus |
Marcus steps back from the thing and casts charm monster on the nearest hell hound (DC 17 Will).
REF: 1d20 + 19 ⇒ (14) + 19 = 33
| miteke |
DC 17 will: 1d20 ⇒ 6
It whines and cocks its head as you appear. It's tongue lolls and is quite ready to be pet. The other hell hound, of course, is not nearly as enamored. It rushes up and spits more fire at you, this time a little more potent than the last one.
fire damage: 4d6 ⇒ (1, 5, 3, 2) = 11; Reflex DC 14 or 1d6 burn;
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-9 HP; reflex 14 or take 6 more fire damage and 1d6 ⇒ 3 burn damage)
❖❖❖ Round 3 ❖❖❖
Hell Hounds
| Marcus Nocturnus |
What do I know about hellhounds?
[dice=Know check]1d20+16[/ooc] this is for Planes, if it is arcana to identify then it is +18
| miteke |
Know planes check: 1d20 + 16 ⇒ (13) + 16 = 29
Hell Hound: This brawny hound is wreathed in flames, and its footsteps leave burning prints that sputter and smoke. A mythic hell hound is a prince among the wolves of Hell, feral but still subservient to the archdevils. Allowed to run wild, they are the original creatures from which the “tamer” common hell hounds were made.
These are mythic beasts that breath fire (surprise) and are vulnerable to cold but immune to fire. Got a little DR too.
| Marcus Nocturnus |
intelligent or basically dogs?
| Marcus Nocturnus |
Marcus leaps to avoid the flames from the second hound, and then looks to the first, "Little help?" he says to the beast and gestures toward its companion trying to roast him.
REF: 1d20 + 19 ⇒ (18) + 19 = 37
Handle Animal: 1d20 + 18 ⇒ (6) + 18 = 24
| miteke |
The charmed Hell Hound just sits on it's haunches to observe the interesting pack fight for dominance, not showing any sighs of considering the ask.
Note that your invisibility stopped working when you cast charm monster.
The uncharmed hell hound charges and leaps for Marcus and attempts to latch on.
to hit bite, charge: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
piercing damage: 2d6 + 5 ⇒ (3, 5) + 5 = 13; Reflex DC 14 or 1d6 burn
A bigger problem is a groggy Fire Giant headed your way, rubbing sleep out of his eyes and looking VERY cranky.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-22 HP; Reflex DC 14 or 1d6 ⇒ 1 burn)
❖❖❖ Round 4 ❖❖❖
Hell Hounds
Fire Giant
| Marcus Nocturnus |
I don't really think that is how your best friend and ally would treat you but, so be it.
Marcus dances away from the beast headed down the steps and then turns invisible. (40' move down the steps, losing 5' from the acrobatics to avoid AOO)
Dance in place of acrobatics: 1d20 + 20 ⇒ (16) + 20 = 36
| Marcus Nocturnus |
if it is ok i would like to use vanish instead of invisibility
| miteke |
You used the invisibility when you initially entered, right? If so, it makes more sense since you were scouting and not going into a combat and probably would have thought you needed it for a longer period. In the long run I sincerely doubt it will matter though, so if you really think you would have used vanish, go ahead.
| Marcus Nocturnus |
Just now, Marcus goes down the steps and casts vanish instead of invisibility. I was going to sneak past, they won’t let me so now i’m going to kill them all. Need to prep a few rounds so vanish should do the trick.
| miteke |
Just now, Marcus goes down the steps and casts vanish instead of invisibility. I was going to sneak past, they won’t let me so now i’m going to kill them all. Need to prep a few rounds so vanish should do the trick.
Soon, the three of them descend the stairs, just after waiting for the groggy giant to fully wake up and set up the advance.
Where do you plan to do the ambush? Just inside the main door or outside?
| Marcus Nocturnus |
Marcus casts three prep spells; heroism, improved invisibility, and haste. He then starts an inspiring bardic tune. If they have not come down the stairs, he goes up to take them out. If they are immediately available to shoot, then he is standing in the hall between the two chambers of the first room he slipped into (B11). When he sees them, he opens up on the fire giant.
Round T-3 Heroism
T-2 Improved invisibility
T-1 Haste, bardic song
Round 1 swift action arcane strike, attack or go in search of
CLB, inspire, DA, heroism, haste, invisible: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 ⇒ (2) + 17 + 2 + 2 - 3 + 1 + 2 = 23 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (7) + 3 + 2 + 6 + 3 + (5) = 26 the 1d6 from discordant voice is sonic dmg
CLB, inspire, DA, heroism, haste, invisible, haste atk: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 ⇒ (1) + 17 + 2 + 2 - 3 + 1 + 2 = 22
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (5) + 3 + 2 + 6 + 3 + (3) = 22
CLB, inspire, DA, heroism, haste, invisible, 2nd atk: 1d20 + 17 + 2 + 2 - 3 - 5 + 1 + 2 ⇒ (5) + 17 + 2 + 2 - 3 - 5 + 1 + 2 = 21
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (1) + 3 + 2 + 6 + 3 + (4) = 19
| miteke |
Your timing is impeccable. It does not hurt that with a flight spell active, you are able to gauge things and be in the right place when they arrive.
Unfortunately, Fire Giants are not known for their agility and your shots? Well they lacked the timing the ambush provided and the shots bounce right off its tough hide and armor.
The hell hound that considers you a friend just whines. The other one leaps and breathes, bathing you in fire and outlining your form for the giant.
fire damage: 3d6 ⇒ (6, 4, 6) = 16; Reflex DC 14 or 1d6 burn; 1d4 ⇒ 3 recovery
add +1d6 if using mythic power (1/day)
The giant hurls a rock at you
to hit: 1d20 + 14 ⇒ (14) + 14 = 28
concealment: 1d100 ⇒ 74
But you manage to evade the shot, though it was a close thing. Even better, it is not carrying a bunch of rocks so no more of that!
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-30 HP; heroism; inspire courage +2 (started round 4); haste until round 14; greater invisibility until round 13; Reflex DC 14 or 8 more fire damage and 1d6 ⇒ 4 burn)
❖❖❖ Round 4 ❖❖❖
Hell Hounds
Fire Giant
I am assuming you are near the ceiling and still inside the citadel. The ceiling is about 30' high where you are. There is an open door and plenty of room outside though.
| Marcus Nocturnus |
Forgot to mention, I will take a 5' step after every volley.
REF: 1d20 + 19 ⇒ (5) + 19 = 24
| Marcus Nocturnus |
Marcus changes targets and decides to go for the hound that is attacking. He stops singing for a moment, fires and then sidesteps.
Lingering performance in effect round 1. Hearing is not a standard targeting sense so it would seem they should have to make a perception check to pinpoint my location for attack purposes.
CLB, inspire, DA, heroism, haste, invisible: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 ⇒ (8) + 17 + 2 + 2 - 3 + 1 + 2 = 29 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (3) + 3 + 2 + 6 + 3 + (1) = 18 the 1d6 from discordant voice is sonic dmg
CLB, inspire, DA, heroism, haste, invisible: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 ⇒ (19) + 17 + 2 + 2 - 3 + 1 + 2 = 40 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (6) + 3 + 2 + 6 + 3 + (6) = 26 the 1d6 from discordant voice is sonic dmg
CLB, inspire, DA, heroism, haste, invisible, 2nd atk: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 - 5 ⇒ (18) + 17 + 2 + 2 - 3 + 1 + 2 - 5 = 34 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (4) + 3 + 2 + 6 + 3 + (6) = 24 the 1d6 from discordant voice is sonic dmg
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check.
That's a DC 40 to pinpoint my location, -20 for singing. That leaves a DC 20 perception check to throw a rock per se, bite, or even have to use a fiery breath with only a 10' width.
| Marcus Nocturnus |
As discussed, based on the map changes...
Marcus backsteps and fires at point blank range on the hound before him. (use the shots and damage in previous post with +1 to hit and damge from point blank shot)
| miteke |
Since you pointed out the rules, I feel I should make tracking roles. both hell hounds are tracking you, though only one wants to actually hurt you.
survival, full move: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
survival, full move: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
survival, full move: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
survival, full move: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6
survival, full move: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
survival, full move: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
The first round they loose your scent, but then they quickly catch up. (160' vs your 180'). So I will put them at least 20' behind you. Combat post coming up.
| miteke |
Revised combat post...
The hounds are tracking you down, the more slow giant just exiting the stairs. Marcus pauses and puts two arrows in the aggressive hell hound and it goes down and the third arrow strikes the giant. the giant lobs his rock back at where he thinks Marcus is and misses.
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-22 HP; heroism; inspire courage +2 (lingering performance); haste until round 14; greater invisibility until round 13)
❖❖❖ Round 4 ❖❖❖
Hell Hound (un friendly and dead)
Hell Hound (friendly)
Fire Giant (-24 HP)
| Marcus Nocturnus |
Not wanting to catch one of the rocks in the head Marcus moves up next to the wall. Then, he opens with another volley of arrows at the giant.
(2nd round of lingering performance. May sing again next round or remove the bonuses.)
CLB, inspire, DA, heroism, haste, invisible: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 ⇒ (7) + 17 + 2 + 2 - 3 + 1 + 2 = 28 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (3) + 3 + 2 + 6 + 3 + (6) = 23 the 1d6 from discordant voice is sonic dmg
CLB, inspire, DA, heroism, haste, invisible: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 ⇒ (4) + 17 + 2 + 2 - 3 + 1 + 2 = 25 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (5) + 3 + 2 + 6 + 3 + (3) = 22 the 1d6 from discordant voice is sonic dmg
CLB, inspire, DA, heroism, haste, invisible, 2nd atk: 1d20 + 17 + 2 + 2 - 3 + 1 + 2 - 5 ⇒ (19) + 17 + 2 + 2 - 3 + 1 + 2 - 5 = 35 targets do not get dex bonus against invisible attackers
CLB dmg, inspire, DA, arcane strike, discordant voice: 1d8 + 3 + 2 + 6 + 3 + 1d6 ⇒ (7) + 3 + 2 + 6 + 3 + (2) = 23 the 1d6 from discordant voice is sonic dmg
| miteke |
Marcus nails him twice, with the first and last arrows. Which really pisses him off. He charges the location that the arrows came from and takes a mighty swing.
to hit greatsword, power attack, charge: 1d20 + 23 - 3 + 2 ⇒ (12) + 23 - 3 + 2 = 34
concealment check: 1d100 ⇒ 94
slashing damage, power attack: 3d6 + 23 ⇒ (2, 1, 5) + 23 = 31
This time it lands and boy does it hurt.
❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Marcus (-53 HP; heroism; inspire courage +2; haste until round 14; greater invisibility until round 13)
❖❖❖ Round 9 ❖❖❖
Hell Hound (un friendly and dead)
Hell Hound (friendly)
Fire Giant (-75 HP, -2 AC from charge)